Manuel Guimarães e Pedro Santos @ INESC-ID
In recent years, with companies such as Sony, Microsoft, Facebook and Apple investing in both Augmented and Virtual Reality, these technologies have moved from industrial niches to mass markets at an impressive rate. The chance for VR to enable the “presence” of a user, in other words, to make users feel as if they are actually reacting to the environment around them is unprecedented. With the rise of cameras that can record a scene in 360 degrees, stereoscopic video (which creates depth) and a new generation of headsets accessible to consumers, the ascent of VR as a new video game space is clear.
As a consequence, developing tools like Unity have started to support the development of VR games. Thus the need to make our assets work in these types of environments is also clear. This is the reason behind the creation of a VR Demo, using the assets we’ve developed along with scenarios created by video game developers. Using the FAtiMA toolkit along with with the Virtual Human Controller Asset we are able to reproduce the scenarios made by Game Developers in VR. In the demo we are working on, we can actually reproduce an interrogation room in VR, complete with chairs and a table, and a reacting interviewee, just across the table.
We are working in order to make these type of tool the most generic as possible making sure that they are easily adaptable to any scenario or criteria game developers have.
Additionally we are trying to add more components from the RAGE “assets’ portfolio” that help improving the player immersion within Virtual Reality scenarios.Posts are written and signed by its authors. RAGE Project does not responsabilize for the opinions and comments published in them.